177 lines
6.4 KiB
C#
177 lines
6.4 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Oculus.Interaction.Editor
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{
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public delegate Boolean FieldWiringStrategy(MonoBehaviour monoBehaviour, FieldInfo fieldInfo, Type type);
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public struct ComponentWiringStrategyConfig
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{
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public string FieldName { get; }
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public FieldWiringStrategy[] Methods { get; }
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public ComponentWiringStrategyConfig(string fieldName, FieldWiringStrategy[] methods)
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{
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FieldName = fieldName;
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Methods = methods;
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}
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}
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public class FieldWiringStrategies
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{
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public static bool WireFieldToAncestors(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
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{
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for (var transform = monoBehaviour.transform.parent; transform != null; transform = transform.parent)
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{
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var component = transform.gameObject.GetComponent(targetType);
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if (component)
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{
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field.SetValue(monoBehaviour, component);
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EditorUtility.SetDirty(monoBehaviour);
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return true;
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}
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}
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return false;
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}
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public static bool WireFieldToSceneComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
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{
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var rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
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foreach (var rootGameObject in rootObjs)
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{
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var component = rootGameObject.GetComponentInChildren(targetType, true);
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if (component != null)
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{
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field.SetValue(monoBehaviour, component);
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EditorUtility.SetDirty(monoBehaviour);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Searches for the component in an array of GameObject Paths and wires the first found component under it
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/// </summary>
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public static bool WireFieldToPathComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType, params string[] gameobjectPaths)
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{
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foreach (var path in gameobjectPaths)
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{
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GameObject gameObject = GameObject.Find(path);
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if (gameObject != null)
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{
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var component = gameObject.GetComponentInChildren(targetType, true);
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if (component != null)
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{
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field.SetValue(monoBehaviour, component);
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EditorUtility.SetDirty(monoBehaviour);
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Searches for the component to wire in the local hierarchy of the target. It tries to minimise the score
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/// of each potential component by adding +1 if needs to go up in the hierarchy, and +3 if it needs to go down.
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/// </summary>
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public static bool WireFieldToNearestComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
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{
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GameObject[] rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
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List<Component> components = new List<Component>();
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foreach (GameObject rootGameObject in rootObjs)
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{
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components.AddRange(rootGameObject.GetComponentsInChildren(targetType, true));
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}
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List<Transform> ancestors = GetAncestors(monoBehaviour.transform);
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int bestScore = int.MaxValue;
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Component bestComponent = null;
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foreach (Component component in components)
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{
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List<Transform> ancestorsB = GetAncestors(component.transform);
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int score = GetHierarchyScore(ancestors, ancestorsB, 1, 3);
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if (score < bestScore)
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{
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bestScore = score;
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bestComponent = component;
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}
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}
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if (bestComponent != null)
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{
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field.SetValue(monoBehaviour, bestComponent);
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EditorUtility.SetDirty(monoBehaviour);
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return true;
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}
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return false;
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int GetHierarchyScore(List<Transform> ancestorsA, List<Transform> ancestorsB,
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int upPenalty, int downPenalty)
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{
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int indexA = 0;
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int indexB = -1;
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for (indexA = 0; indexA < ancestorsA.Count; indexA++)
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{
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indexB = ancestorsB.FindIndex(t => t == ancestorsA[indexA]);
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if (indexB != -1)
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{
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break;
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}
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}
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//no common hierarchy found
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//the score is the sum of both entire lists of ancestors
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if (indexB == -1)
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{
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return ancestorsA.Count * upPenalty
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+ ancestorsB.Count * downPenalty;
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}
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return indexA * upPenalty
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+ indexB * downPenalty;
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}
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List<Transform> GetAncestors(Transform transform)
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{
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List<Transform> ancestors = new List<Transform>();
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while (transform != null)
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{
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ancestors.Add(transform);
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transform = transform.parent;
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}
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return ancestors;
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}
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}
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}
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}
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